Prompted Actions Flashcards
What prompted actions are available during the charge phase?
C1. Move SuGs to allow others to charge
C2. Prompt charges
C3. Stop forced charges
C4. Countercharge or intercept
CM1. Move generals
CM2. Generals <= 2 BW prompt through fire
(QRS)
What prompted actions are available during the Movement phase?
- 2 Charge/Move
- CM1. Move generals
- CM2. Generals prompt through fire
- 15 Movement
- 3 Miscellaneous
- M1. Switch flexibles/redress ranks
- M14. Double move
- M15. Move artillery
- 7 Advance
- M2. Advance directly ahead
- M3. Advance with a wheel
- M4. Advance with a double wheel
- M5. Full ahead with shift
- M6. Advance and contract
- M10. Turn 180° with move
- M11. Turn 90° with move
- 3 Stationary
- M7. Expand while stationary
- M8. Contract on the spot
- M9. Turn 90° or 180° on the spot
- 2 Fall Back
- M12. Fall back with Cv, Cm, Ch, Skirm Inf
- M13. Fall back with other troops
- 3 Miscellaneous
- 2 Move/Fighting
- MF1. Move unengaged bases to single file
- MF2. Turn 90°/180° to face enemy in contact
(QRS)
What prompted actions are available during the fighting phase?
- MF1. Move unengaged bases to single file
- MF2. Turn 90°/180° to face enemy in contact
- F1. Control pursuit
- F2. Break off Cv, Cm, or Ch from slower foot
- F3. Break off from other slower enemy
- F4. Break off from equal speed enemy
(QRS)
What prompted actions are available during the end of turn phase?
E1. Generals recover wounds
(QRS)
What are the cards required and special rules for the Move SuG to allow others to charge prompted action?
(C1) White card
- Only if it allows a charge.
- Only white moves are allowed.
(QRS)
What are the cards required and special rules for the Prompt Charges prompted action?
(C2) Green card for all
- Wheel up to 90° at the beginning of the charge
- An unengaged file of an engaged UG can charge 1 BW.
(QRS)
What are the cards required and special rules for the Stop Forced Charges prompted action?
(C3) NA/Green/Yellow/Red for Skirmishers/Dilled/Formed/Tribal
- Applies to non missile-focused DC/CL <= 3 BW of TuG and non-missile focused <= 1 BW of TuG
- Does not apply if >= 3 down in charge combat
(QRS)
What are the cards required and special rules for the Countercharge or Intercept prompted action?
(C4) Yellow/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal
- Countercharge can wheel, intercept can not.
- Must end in the path of charge
- Normal move -1 BW
- May not start/go closer than 1 BW to chargers
(QRS; p. 124, I7)
What are the cards required and special rules for the Move General prompted action?
(CM1) Green card for all
- Maximum of 1 move per phase
- Applies to phase 2.1 (charge) or 4.3 (prompted moves) in movement phase.
(QRS)
What are the cards required and special rules for the General Prompting Through Fire prompted action?
(CM2) Yellow recovers 1 BW, Red recovers 2 BW
- Must be <= 2 BW of UG.
(QRS)
What are the cards required and special rules for the Switch Flexibles/Redress Ranks prompted action?
(M1) Green/Green/Yellow/Red for Skirm/Drilled/Formed/Tribal
- Neither allowed while in combat (not an MF action)
- Redressing ranks must maintain the same frontage
(QRS)
What are the cards required and special rules for the Advance (no wheels) prompted action?
(M2) White for all
- Advance must be directly ahead (and may be short)
- SuGs may contract/expand <= 2 BW
- Must be <= 2 BW after run away/skirmish
(QRS)
What are the cards required and special rules for the Advance with Wheel prompted action?
(M3) White/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal
- One wheel <= 90° at any time
- SuGs may expand/contract <= 2 BWs at any time
(QRS)
What are the cards required and special rules for the Advance with Double Wheel prompted action?
(M4) Green/Green/Yellow/Red for Skirm/Drilled/Formed/Tribal
- Two wheels <= 90° at any time, except that
- Must move >= 1 BW directly ahead between wheels
- Must always be >= 2 BW from TuGs
(QRS)
What are the cards required and special rules for the Advance with Shift prompted action?
(M5) White/Green/Red/NA for Skirm/Drilled/Formed/Tribal
- Must move full distance directly ahead
- Shift 1 BW at end of move
- Must always be >= 4 BW from TuGs
(QRS)
What are the cards required and special rules for the Advance and Contract prompted action?
(M6) White/Green/Green/Red for Skirm/Drilled/Formed/Tribal
- Must move >= 2 BW directly ahead
- Contract 1 or 2 BW in behind
- Must always be >= 2 BW from TuGs
(QRS)
What are the cards required and special rules for the Expand (no advance) prompted action?
(M7) White/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal
- Expand 1 BW on either or both sides
- Can redress ranks
(QRS)
What are the cards required and special rules for the Contract (no advance) prompted action?
(M8) White/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal
- Contract 1 or 2 BW
- Can redress ranks
- Must be >= 4 BW from TuGs
(QRS)
What are the cards required and special rules for the Turn (no advance) prompted action?
(M9) White/Green/Yellow/Yellow for Skirm/Drilled/Formed/Tribal
- Turn can be 90° or 180°
- For 90° - Initial width same as initial depth rounded up - Expand minimum necessary either side and redress ranks to achieve legal formation
- 180° allowed after run away/skirmish
(QRS)
What are the cards required and special rules for the Turn 180° with Move prompted action?
(M10) White/Yellow/Red/NA for Skirm/Drilled/Formed/Tribal
- Not allowed for pikes
- Turn at beginning or end
- -1 BW to allowed move distance
- May include one wheel
- Up to 2 BW after run away/skirmish (but no wheels)
(QRS)
What are the cards required and special rules for the Turn 90° and Move prompted action?
(M11) White/Yellow/Red/NA for Skirm/Drilled/Formed/Tribal
- Not allowed for pikes
- Turn 90° at the beginning of the turn.
- Expand either side minimum necessary for legal formation and redress ranks
- -1 BW per initial file to allowed move distance
- May include 1 wheel
(QRS)
What are the cards required and special rules for the Fall Back (Cv, Cm, Ch, Skirm Inf) prompted action?
(M12) Green/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal
- Fall back <= 3 BW (directly backwards)
- Max of speed before slowing is lesser of 3 BW/speed in terrain
(QRS)
What are the cards required and special rules for the Fall Back (other than Cv, Cm, Ch, Skirm Inf) prompted action?
(M13) NA/Yellow/Red/Red for Skirm/Drilled/Formed/Tribal
- Fall back <= 2 BW (directly backwards)
- Max of speed before slowing is lesser of 2 BW/speed in terrain
(QRS)
What are the cards required and special rules for the Double Move prompted action?
(M14) Green/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal
- 2 consecutive green and/or white moves
- Must always be >= 4 BW from TuGs
- TuGs push back SuGs on first move only
(QRS)
What are the cards required and special rules for the Move Artillery prompted action?
(M15) Red/NA/NA/NA for Skirm/Drilled/Formed/Tribal
- No block moves allowed
- May only move directly ahead, wheel, turn 90°, or turn 180°
(QRS)
What are the cards required and special rules for the Move Unengaged Bases prompted action?
(MF1) White/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal
Move unengaged bases to a single different file. Allowed to:
- Fill gaps
- Create ranks
- Fight enemy supporting file
- Create a supporting file
Note that multiple such actions are allowed, limited only to your available cards.
(QRS)
What are the cards required and special rules for the Turn to Face Enemy prompted action?
(MF2) White/White/Green/Green for Skirm/Drilled/Formed/Tribal
- Turn any or all bases with enemy in frontal contact with their flank or rear to face enemy.
(QRS)
What are the cards required and special rules for the Control Pursuit prompted action?
(F1) Green/Yellow/Red/NA for Skirm/Drilled/Formed/Tribal
- Not allowed for DC/CL
- Cv, Cm, Ch, and El reduced to 2 BW
- Others reduced to 1 BW
(QRS)
What are the cards required and special rules for the Break off from Slower Foot prompted action?
(F2) Green/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal
- Only Cv, Cm, or Ch
- Directly backwards 2 BW up to move -1 BW
- (Distance is limited to max in terrain)
(QRS)
What are the cards required and special rules for the Break off from Slower Enemy prompted action?
(F3) Green/Yellow + KaB/Yellow + KaB/Red + KaB for Skirm/Drilled/Formed/Tribal
- Directly backwards 2 BW up to move - 1 BW
- (Distance is limited to max in terrain)
- (Note that Cv/Cm/Cv vs slower foot is F2)
(QRS)
What are the cards required and special rules for the Break off from Equal Speed Enemy prompted action?
(F4) Yellow + KaB/Yellow + KaB/Red + KaB/NA for Skirm/Drilled/Formed/Tribal
- Directly backwards 2 BW up to move - 1 BW
- (Distance is limited to max in terrain)
(QRS)
What are the cards required and special rules for the Recover Wounds prompted action?
(E1) Yellow if not in combat/Red if in combat
- General must be <= 4 BW from UG.
- (General may use upgrade)
(QRS)
What are the cards required and special rules for the Advance and Expand prompted action?
There is no such prompted action, although SuGs may expand up to 2 BWs as part of an M2 Advance Directly Ahead prompted action. TuGs may only expand while stationary.
Describe the particular rules for how many files you end up with after a 90° turn.
- Initially after turning your formation must be at as wide (rounded up) as your initial formation was deep.
- Then you expand up to 1 BW each side, but only by the minimum necessary to achieve a legal formation.
(p. 97)
How close must a general be to a UG to prompt through fire?
2 BW
(QRS)
How close must a general be to a UG to recover wounds?
4 BW
(QRS)
What are the exceptions to 1 prompted action/turn for UGs?
- After stopping a charge with a C2 move, you may later move.
- After a charge you may do an F1-F4 action (control pursuit, break off)
- After a skirmish/run away, UGs can do a limited M2, M9, or M10 move.
- You may do as many MF1/MF2 actions as you have cards
(p. 80, #14)
Can you prompt a charge to avoid a forced charge through friends and thus avoid destroying skirmishers or taking the KaB test?
No.
(See https://mortem-et-gloriam.co.uk/smf/index.php?topic=1402.msg11101#msg11101.)